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Day 99. I couldn't handle the responsibility

File: 1441014742195.png (55.08 KB, 768x1536, 1:2, Bellatorum.png)

 No.2539

The year is 632.

In the Byzantine Empire, the threat of schism and revolt intensifies, with the peoples of Egypt and Galilee becoming increasingly oppressed by the harsh religious edicts of the imperial governors.

In Sassanid Persia, the fate of the nation seems uncertain, with the Persian crown having passed, after a long succession of royal assassinations, coups, and otherwise suspiciously short rulerships, to Yazdegerd III, a child at only eight years of age, whom many claim is unfit to rule.

The Byzantines and Persians, militarily and economically exhausted from decades of war with one another, struggle to maintain their control over the outlying territories of Syria and Mesopotamia.

In Armenia, Alania, and Georgia, much of the land lies devastated after numerous raids by the Khazar and Magyar Turks to the northeast, and word has spread of what may be an even greater threat in the northwest: A ruthless tribal chieftain by the name of Kubrat has proclaimed himself King of the Huns and Bulgars, and now leads a vast nomadic army across the Pontic Steppe.

Nearly all of Arabia has been conquered by the armies of the prophet Muhammad, and many of the previously disorganized and unruly tribes of the land are now united under the banner of a new nation, the Caliphate of the Rashidun, and a new religion, Islam. Though apostasy has begun spreading through the tribes of Arabia in the wake of Muhammad's death, the prophet's appointed successor, the Caliph Abu Bakr, has vowed to preserve the unity of the Caliphate by any means necessary, and to spread the word of Islam to all the nations of the world. The Ghassanid and Lakhmid Kingdoms to the north are all that stand between the righteous army of the Caliphate and the vulnerable frontiers in Syria and Mesopotamia.

 No.2540

File: 1441014976859.jpg (155.14 KB, 512x362, 256:181, caravan.jpg)

You are a warlord heading to this troubled, war-torn area. Whether you intend to make a name for yourself as a mighty warrior, carve out a kingdom of your own, serve your ruler faithfully, or simply defend your home, the times ahead will be tumultuous.

Name: [What you are called]

Culture: [Your nation of origin]

Fluff: [What are you known for? Why are you here?]

Religion: [Are you a vindicated Christian? A beleaguered Zoroastrian? Perhaps even a fanatical Muslim?]

Colour: [How do you want to be represented on the map?]


 No.2541

>>2540

Is the map limited to what's in the OP pic? I was thinking about going lombards or something like that, let me know if that works.


 No.2543

>>2540

>Name: Armian

>Culture: Persian

>Fluff: Known as a simple warlord with strong beliefs. I have seen enough battle to last lifetimes. I saw my wife grow thick with child only to lose her to the birthing process. I have seen my son grow to be a strong warrior only to be cut down in battle. I have seen cities rise only to be burnt down years later. And now all I see is the decline of my people as our rulers care less about us each day and more about their own power and political maneuvering. I will see an end to it. I will either restore our rulers to their rightful place or cut them down myself if they refuse to take the mantle of duty.

>Religion: Nestorian

>Colour: Dark green


 No.2544

File: 1441022591948-0.jpg (1013.38 KB, 1507x2000, 1507:2000, 020N08894_6G9B5.jpg)

File: 1441022591948-1.jpg (96.24 KB, 500x307, 500:307, 525502362_3a9e4bd698.jpg)

Name: Gyalí Korítsia

Culture: Multiple, primarily Greek-Egyptian

Fluff: A large community of scholars and scientists from around the Eastern Mediterranean, who initially were based in Alexandria, but who found the local atmosphere too restrictive to continue their studies. En mass, they packed up and sailed up the Nile, until coming to a series of mountains in the vicinity of Ethiopia. Scaling one of the larger ones, they set up a library, observatory, and laboratory, and set to work cataloging the secrets of the universe.

Religion: Many faiths. primarily Christian

Colour: Pale Blue


 No.2547

>>2539

Name: Negasi Aman

Culture: Obock, small state in Ethiopia by the sea

Fluff: King of Obock. His father formed this kingdom and he inherited it. Now with the influx of knowledge from Gyali Koritsia and his own knowledge of war passed down by his father he sets his sites on all of Ethiopia, and more.

Religion: Christian

Colour: Blue of some shade


 No.2548

File: 1441069723303.png (652.79 KB, 654x432, 109:72, ByzantineKhazaria_6.png)

Name: Gavril "The Mace"

Culture: Bulgarian

Fluff: Once, Gavril was a slave.

Having been bartered over by christians and muslims, and prized by a strong body that did not temper a strong character and mind. The forced conversions and reconversions taught him much about the so called "faiths" and how little anyone should put their faith in them. If there was a higher power in the world, it wasn't coming from books or priests, but in the chains that bind and the whip that cracks and the sword that cuts and the gold that buys. That is what controls the hearts of men.

A farmhand, a pleasure slave, a bodyguard, as a slave Gavril was ordered and then obeyed, yet always strove to be something greater than his stature and statues in life, resisting in other ways, filling his body with the scars of whips and chains. It might have been this would be his fate forever. Until the a Bulgarian Warlord "purchased" him, after having slaughtered his previous masters in a raid. He him free, gave him a weapon, a mace, and bid him to fight. And Gavril found the new life he had been searching for.

That was twenty years ago.

The old warlord is dead, and Gavril took his place along with years worth of fighting experience and waging war and a new nickname "The Mace." Now the slave has become the slaver, riding ahead of a host of brigands and sellswords as they burn a scar through the caucuses.

He'll fight for Kubrat, such as he always has, for gold and slaves, such as he always will.

Religion: Pagan

Colour: Bright Red


 No.2550

>>2540

Name: Gohar of Vagharshapat

Culture: Armenia

Fluff: An orphan raised in a Christian Orphanage, Gohar had it hard, her only light being the light of The Lord and the daily bread he presented her almost every day. The Christians were very strict in their teachings, their environment making the upbringing of useful and smart children a necessity. Unbeknownst to the nuns there, Gohar would sneak into the library storehouse and read anything she could get her hands on, usually the first book or scroll she found on the racks. The section she picked from the most was the records of wars and battle tactics used to win against pagans throughout history. This only heightened Gohar's awareness of the world and her faith in the lord increased, only in a different way than expected. The nuns took notice of her increased learning rate and skill amongst the other orphans and so they sent her to Vagharshapat to increase her learning and fervor even more, seeing how the orphanage would only keep her down. At the church and surrounding centers, she learned much more of jesus' mercy and gods righteous justice, as well as more detailed scriptures and manuals on war. At the age of 17, she realized this sedimentary life just wasn't for her and so she slowly trained her body in stealth until the age of 19, when she decided it was time to revitalize the dead looks in everyone's eye and bring the word of god to all corners of the world!

Religion: Christian

Colour: Bright Pink


 No.2551

File: 1441187037135.png (78.76 KB, 1000x1536, 125:192, Bellatorum 1.png)

>>2543

You find yourself in a remote village on the outskirts of Persian Syria. Your Christian faith and radical political beliefs make you the subject of some suspicion from Sassanid governors, but there is much conviction in your words, and the people of several local communities have pledged their loyalty to you, wishing to enact change in the Empire for the good of the common citizens.

Military: 50 Cavalry, 100 Infantry, 1000 Rabble

Cultural/Religious Modifiers: [Persian Nestorian] -10 to diplomatic rolls towards Byzantines and -5 towards Miaphysite and Chalcedonian Christians. +5 to rolls towards Persians and +10 towards Nestorian Christians.

Bonus: [Man of the People] You speak only what you believe to be true and just, and your words carry a certain gravitas to them that has inspired somewhat of a following amongst the downtrodded lower classes of the cities you've traveled through. Bonus to recruitment rolls when recruiting from commoners, especially the disillusioned and malcontent.

Bonus: [Defiant] You're not one to back down when your beliefs and values are challenged, and you've always found yourself pushing against the obligations and restrictions imposed upon you by those of higher authority. Extremely reduced chance of dying in personal combat. Passive small bonus to all combat rolls that increases substantially when fighting a force of superior numbers.

>>2544

Nestled atop the cliffs of one of the tallest mountains in the Ethiopian highland, your community is sheltered from the chaotic affairs and political meddling of the Byzantine Empire, though being composed of more scholars than soldiers has left it somewhat ill-secured aside from the natural defense offered by the mountains. However, your peaceful and charitable nature has precipitated a healthy relation with the local tribes, as well as the nearby Kingdom of Aksum.

Military: 25 Cavalry, 75 Infantry, 200 Rabble

Cultural/Religious Modifiers: [Byzantine Chalcedonian] -10 to diplomatic rolls towards Persians and -5 towards Nestorian Christians and Zoroastrians. +5 to rolls towards Byzantines and Chalcedonian Christians.

Bonus: [Philosopher Kings] Knowledge begets knowledge, and your already impressive understanding of the physics and nature of the world gives you a unique perspective through which to observe and discuss all aspects of life. However, your scholarly lifestyle is incompatible with the common propensity for war held by the rulers of most other nations. +10 to all academic and diplomatic rolls. -10 to all combat rolls.

Bonus: [Tolerant] Your community, more concerned with the understanding of the universe than the cultural or religious background of its scholars, tends to accept people from all walks of life. Passive small bonus to all diplomatic and recruitment rolls. Your negative cultural and religious modifiers do not apply unless dealing with staunch cultural or religious fundamentalists, in which case they are amplified.

>>2547

Your army has assembled, and you've made camp roughly ten days' ride from Obock. The terrain here is rugged, with many steep hills; you can tell you're far from the lowlands near the sea, and nearing the southern borders of Aksum. Ahead lies the vast Ethiopian highlands, untamed by state and civilization, waiting for the kind of ruler only born once in a millenium, a true leader and conqueror, to unite them under the rule of a new and great Empire.

Military: 100 Cavalry, 400 Infantry, 250 Rabble

Cultural/Religious Modifiers: [Aksumite Miaphysite] -5 to diplomatic rolls towards Persians and Nestorian Christians. +5 to rolls towards Aksumites and Miaphysite Christians.

Bonus: [Manifest Destiny] You have always seen yourself as destined to unite the peoples of Ethiopia under one banner, be it by treaty or by the sword. Bonus to recruitment rolls when recruiting from Aksumites and Ethiopians. +10 to diplomatic and combat rolls towards non-Aksumite Ethiopians. +5 to diplomatic and combat rolls towards other Kushites.

Bonus: [Bahri Negash] Your royal Aksumite upbringing has given you much experience in tactful negotiation, with merchants and nobles alike. +5 to all trade rolls. +5 to diplomatic rolls towards any royalty.


 No.2552

>>2548

Kubrat has sent a call across his newly proclaimed nation of Great Bulgaria, for all those seeking glory, wealth, and fame, to assemble an army and set out across the steppes to conquer all those who would oppose the Bulgars. You and your loyal warband were more than eager to answer this call, and you've set out from Phanagoria to the edges of Alania and Abkhazia, vulnerable and decadent nations ripe for plunder. But word tells of even greater riches farther to the south, in Armenia, sheltered by the mountains and well protected by the armies of the Romans.

Military: 200 Cavalry, 200 Infantry, 600 Rabble

Cultural/Religious Modifiers: [Bulgar Tengrist] -10 to diplomatic rolls towards all Hellenics and Iranians, -5 towards all Christians and Zoroastrians. +10 to diplomatic rolls towards all Tengrists, Huns, and Bulgars, +5 towards all other Mongolics and Turkics.

Bonus: [Lord of War] +10 to combat rolls when raiding and ambushing. Passive chance to gain additional recruits and resources upon a successful raid. Rabble have increased effectiveness in combat.

Bonus: [Scourge] Inflict additional casualties and structural damages when raiding Hellenic and Iranian cities. Also inflict additional casualties when ambushing or intercepting Hellenic and Iranian armies.

>>2550

The people of your community, having lived in constant fear of the Persians to the east, and the many barbarian tribes to the north, have long awaited a leader. Someone they could trust, someone who would defend their homes from the threat of invasion. Though you were certainly an unlikely candidate at first glance, there were many who, upon hearing you speak with great wisdom and devotion to the faith, saw potential in you, and even took up arms in your name.

Military: 50 Cavalry, 200 Infantry, 500 Rabble

Cultural/Religious Modifiers: [Armenian Miaphysite] -10 to diplomatic rolls towards Persians, Mongolics, Turkics, and Tengrists, and -5 towards Nestorian Christians. +10 to rolls towards Armenians, and +5 towards other Hellenics and Miaphysite Christians.

Bonus: [Zealot] Vindicated by your faith, you are unphased by the words and actions of blasphemers, heretics, and pagans. +10 to combat rolls against religious enemies. -10 to combat rolls against religious allies.

Bonus: [Sleuthy] You've always had a knack for the art of stealth. Getting into places you weren't supposed to go, moving undetected in the shadows, blending into unsuspecting crowds. +10 to all infiltration, ambush, and other stealth rolls. -5 to personal combat rolls.


 No.2554

>>2552

Awesome. Will be waiting till you give the signal to get started also however many dice per turn we get.


 No.2555

>>2554

You can start immediately. Dice are two d100s per turn, same as Crusades.


 No.2556

>>2551

Do I have full control of said village?

And with that being said how is food/equipment/accommodation and such handled in this game?

Is it similar to starting a civilization or whatsup. While I understand the fluff well I don't understand the crunch of the game


 No.2557

>>2556

>Do I have full control of said village?

Basically yes.

>And with that being said how is food/equipment/accommodation and such handled in this game?

Most of that is abstracted and assumed to be handled automatically.

>Is it similar to starting a civilization or whatsup. While I understand the fluff well I don't understand the crunch of the game

I strongly recommend that you search the /tg/ archives for Crusade Builder by Urchin. The mechanics of this game can be expected to work very similarly to how they did in that game.

I'm trying to keep this very rules-light with fast updates.


 No.2558

Dice rollRolled 59, 88 = 147 (2d100)

>>2557

Military: 50 Cavalry, 100 Infantry, 1000 Rabble

Cultural/Religious Modifiers: [Persian Nestorian] -10 to diplomatic rolls towards Byzantines and -5 towards Miaphysite and Chalcedonian Christians. +5 to rolls towards Persians and +10 towards Nestorian Christians.

Bonus: [Man of the People] You speak only what you believe to be true and just, and your words carry a certain gravitas to them that has inspired somewhat of a following amongst the downtrodded lower classes of the cities you've traveled through. Bonus to recruitment rolls when recruiting from commoners, especially the disillusioned and malcontent.

Bonus: [Defiant] You're not one to back down when your beliefs and values are challenged, and you've always found yourself pushing against the obligations and restrictions imposed upon you by those of higher authority. Extremely reduced chance of dying in personal combat. Passive small bonus to all combat rolls that increases substantially when fighting a force of superior numbers.

1.We can not march on Istakhr as beggars and weaklings no one listens to a beggar. We will start going from town to town helping where we can and recruiting simultaneously.

2.At every chance available we will be training where we can as well. The people shall know that change is coming and one way or another their leaders will start to care for them again.


 No.2559

Dice rollRolled 70, 27 = 97 (2d100)

>>2552

Name: Gavril "The Mace"

Culture: Bulgarian

Fluff: Once, Gavril was a slave.

Having been bartered over by christians and muslims, and prized by a strong body that did not temper a strong character and mind. The forced conversions and reconversions taught him much about the so called "faiths" and how little anyone should put their faith in them. If there was a higher power in the world, it wasn't coming from books or priests, but in the chains that bind and the whip that cracks and the sword that cuts and the gold that buys. That is what controls the hearts of men.

A farmhand, a pleasure slave, a bodyguard, as a slave Gavril was ordered and then obeyed, yet always strove to be something greater than his stature and statues in life, resisting in other ways, filling his body with the scars of whips and chains. It might have been this would be his fate forever. Until the a Bulgarian Warlord "purchased" him, after having slaughtered his previous masters in a raid. He him free, gave him a weapon, a mace, and bid him to fight. And Gavril found the new life he had been searching for.

That was twenty years ago.

The old warlord is dead, and Gavril took his place along with years worth of fighting experience and waging war and a new nickname "The Mace." Now the slave has become the slaver, riding ahead of a host of brigands and sellswords as they burn a scar through the caucuses.

He'll fight for Kubrat, such as he always has, for gold and slaves, such as he always will.

Religion: Pagan

Colour: Bright Red

Kubrat has sent a call across his newly proclaimed nation of Great Bulgaria, for all those seeking glory, wealth, and fame, to assemble an army and set out across the steppes to conquer all those who would oppose the Bulgars. You and your loyal warband were more than eager to answer this call, and you've set out from Phanagoria to the edges of Alania and Abkhazia, vulnerable and decadent nations ripe for plunder. But word tells of even greater riches farther to the south, in Armenia, sheltered by the mountains and well protected by the armies of the Romans.

Military: 200 Cavalry, 200 Infantry, 600 Rabble

Cultural/Religious Modifiers: [Bulgar Tengrist] -10 to diplomatic rolls towards all Hellenics and Iranians, -5 towards all Christians and Zoroastrians. +10 to diplomatic rolls towards all Tengrists, Huns, and Bulgars, +5 towards all other Mongolics and Turkics.

Bonus: [Lord of War] +10 to combat rolls when raiding and ambushing. Passive chance to gain additional recruits and resources upon a successful raid. Rabble have increased effectiveness in combat.

Bonus: [Scourge] Inflict additional casualties and structural damages when raiding Hellenic and Iranian cities. Also inflict additional casualties when ambushing or intercepting Hellenic and Iranian armies.

If there's anything I've learned from the Turks and the Bulgars, it's that any army that is on the move tends to win, and armies that sit still tend to lose. I've seen it time and again, movement is the key to victory. All my defeats and close defeats came from the leaders who actually had the balls to come on out and meet me.

The sooner we get moving, the better.

I often find that if I leave a good enough mark, there's much less of that. So let's start the army moving through Abkhazia, an excellent start.

We'll plunder the Caucuses and fill our bellies with supplies, slaves, and soldiers.

1. There's nothing better than sending advance Raiding parties to get the true colors of the locals.

I can scatter them across a land like seed, horsemen to roam at will, to fast and two small for any army to deal with. I learn quite a great deal!

Whether the local peasants fly to the saftey of their walls or seek help from the local lord, or pick up spears to fight us off, and sometimes the smart ones fight for us! That is always rewarding, opening up more recruitment.

Let's see if the cubs answer the lions roar in Abkhazia while the sheep flee. And how many will come under my banner or fall before it.

[Bulgar Tengrist] -10 to diplomatic rolls towards all Hellenics and Iranians, -5 towards all Christians and Zoroastrians. +10 to diplomatic rolls towards all Tengrists, Huns, and Bulgars, +5 towards all other Mongolics and Turkics.

[Lord of War] +10 to combat rolls when raiding and ambushing. Passive chance to gain additional recruits and resources upon a successful raid. Rabble have increased effectiveness in combat.

3. Raiding parties also get a great deal of the lay of the land, and how best to plunder it. Always nice to look at a pretty woman before taking her. Especially the fiesty ones.

I'll remember to reward any raiding parties that bring me something beautiful to warm my bed.

I'll reward a proper map and scout even more!


 No.2560

File: 1441213058959-0.jpg (492.55 KB, 794x1024, 397:512, Caliph.jpg)

File: 1441213058965-1.jpg (106.38 KB, 600x817, 600:817, Caliphs.jpg)

Name: Ahmad Hammad

Culture: Arabia

Fluff: Ahmad was born the 5th son of a 4th son. He did not have alot of prospects, which made him wander and seek his place. He found faith in Allah and direction in his life. The Caliph is right and honourable, and Ahmad serves faithfully.

Religion: Muslim

Colour: Orange


 No.2561

Dice rollRolled 4, 11 = 15 (2d100)

>>2551

Name: Negasi Aman

Culture: Obock, small state in Ethiopia by the sea

Fluff: King of Obock. His father formed this kingdom and he inherited it. Now with the influx of knowledge from Gyali Koritsia and his own knowledge of war passed down by his father he sets his sites on all of Ethiopia, and more.

Religion: Christian

Colour: Blue of some shade

Military: 100 Cavalry, 400 Infantry, 250 Rabble

Cultural/Religious Modifiers: [Aksumite Miaphysite] -5 to diplomatic rolls towards Persians and Nestorian Christians. +5 to rolls towards Aksumites and Miaphysite Christians.

Bonus: [Manifest Destiny] You have always seen yourself as destined to unite the peoples of Ethiopia under one banner, be it by treaty or by the sword. Bonus to recruitment rolls when recruiting from Aksumites and Ethiopians. +10 to diplomatic and combat rolls towards non-Aksumite Ethiopians. +5 to diplomatic and combat rolls towards other Kushites.

Bonus: [Bahri Negash] Your royal Aksumite upbringing has given you much experience in tactful negotiation, with merchants and nobles alike. +5 to all trade rolls. +5 to diplomatic rolls towards any royalty.

1&2. Expand! With words, or with arms.


 No.2564

Dice rollRolled 70, 79 = 149 (2d100)

>>2552

Military: 50 Cavalry, 200 Infantry, 500 Rabble

Cultural/Religious Modifiers: [Armenian Miaphysite] -10 to diplomatic rolls towards Persians, Mongolics, Turkics, and Tengrists, and -5 towards Nestorian Christians. +10 to rolls towards Armenians, and +5 towards other Hellenics and Miaphysite Christians.

Bonus: [Zealot] Vindicated by your faith, you are unphased by the words and actions of blasphemers, heretics, and pagans. +10 to combat rolls against religious enemies. -10 to combat rolls against religious allies.

Bonus: [Sleuthy] You've always had a knack for the art of stealth. Getting into places you weren't supposed to go, moving undetected in the shadows, blending into unsuspecting crowds. +10 to all infiltration, ambush, and other stealth rolls. -5 to personal combat rolls.

1-2; Surely with the money we've pooled, we can gather woods and such materials to create camps and rings and grounds for training the men. I will go west with about 20 Infantry to Trapezous and beseech more material and men from the merchants there with the funds we've gathered. Perhaps, we can find a smith. stonemason, or engineer there to assist our plight.


 No.2565

Dice rollRolled 29, 22 = 51 (2d100)

>>2551

>Name: Gyalí Korítsia

>Culture: Multiple, primarily Greek-Egyptian

>Fluff: A large community of scholars and scientists from around the Eastern Mediterranean, who initially were based in Alexandria, but who found the local atmosphere too restrictive to continue their studies. En mass, they packed up and sailed up the Nile, until coming to a series of mountains in the vicinity of Ethiopia. Scaling one of the larger ones, they set up a library, observatory, and laboratory, and set to work cataloging the secrets of the universe.

>Religion: Many faiths. primarily Christian

>Colour: Pale Blue

Military: 25 Cavalry, 75 Infantry, 200 Rabble

Cultural/Religious Modifiers: [Byzantine Chalcedonian] -10 to diplomatic rolls towards Persians and -5 towards Nestorian Christians and Zoroastrians. +5 to rolls towards Byzantines and Chalcedonian Christians.

Bonus: [Philosopher Kings] Knowledge begets knowledge, and your already impressive understanding of the physics and nature of the world gives you a unique perspective through which to observe and discuss all aspects of life. However, your scholarly lifestyle is incompatible with the common propensity for war held by the rulers of most other nations. +10 to all academic and diplomatic rolls. -10 to all combat rolls.

Bonus: [Tolerant] Your community, more concerned with the understanding of the universe than the cultural or religious background of its scholars, tends to accept people from all walks of life. Passive small bonus to all diplomatic and recruitment rolls. Your negative cultural and religious modifiers do not apply unless dealing with staunch cultural or religious fundamentalists, in which case they are amplified.

1. Delve into Ptolemy's work on astronomy to further our understanding of the heavens above

2. conduct theoretical research into the nature of wealth and the movement of goods and currency in an economy


 No.2567

File: 1441335817256.png (81.57 KB, 1000x1536, 125:192, Bellatorum 2.png)

>>2558

You and your followers travel through some of the local villages, making arrangements with various guard captains and armourers. You're able to outfit and train a portion of your less-disciplined militia into fairly average soldiers.

[+27 Rabble, Convert 114 Rabble to Infantry]

>>2559

Your warband is able to make decent headway into Abkhazia, a few of your raiding parties even managing to secure some gold and conscripts from poorly defended border towns. Your scouting parties begin making their way deeper into the mountainous terrain of the country, looking for other potential targets, but one unfortunate band of scouts unknowingly crosses directly into the path of a Roman cavalry patrol, likely sent from Lazica to the south. The Romans, better equipped and more familiar with the terrain than your scouts, quickly surround and slaughter them.

[+2 Chests of Wealth, +48 Rabble, +12 Infantry, -23 Cavalry]

>>2561

You give your army a vague, general order to progress further to the south, but it's only a short few miles into the march before a rather vicious sand storm impedes your progress. The storm lasts well over a day, and by the end of it a quick recount of your army suggests you've lost a handful of your soldiers to the elements. Several other soldiers are nowhere to be found, presumably sidetracked in the midst of the storm and now lost somewhere out in the vast Ethiopian highlands.

[-184 Rabble, -117 Infantry, -39 Cavalry]

>>2564

Your entourage arrives in Trapezous, and after some lengthy negotiation with the local governor, you're able to procure a caravan with engineers and enough materials to construct a small but reasonably fortified settlement. You and your soldiers escort the caravan safely back to your camp on the outskirts of Vagharshapat.

[Gain Caravan, Palisade Camp Fortifications, and Siege Engineers]

>>2565

A good several weeks spent by your astronomers in a rudimentary observatory, using the few instruments that were on hand, were able to confirm, for the most part, several of Ptolemy's observations as seen in the Syntaxis Mathematica, but were otherwise not able to definitively determine anything original regarding the motion of celestial bodies in relation to the Earth, save for filling in a few of the gaps in Ptolemy's star catalogue with new stars visible from the hills of Ethiopia.

With your community's shelves mostly bare aside from a small collection of manuscripts brought on the initial exodus from Sidon, Gaza, and Alexandria, with only a select few documents detailing any transactions of commerce or management of currency, and the closest realtime example of a functioning economy being well over a hundred miles away, in the heart of Aksum, those same weeks spent by some of the other scholars poring over these texts were similarly unable to produce a comprehensive economic model that could be put into practicable form in your community or any other.

[+Expanded Star Catalogue, +Incomplete Economic Model]

>>2560

You have pledged yourself to Allah and to the Caliph, and assembled a force of devout followers much like yourself to assist you in spreading the word of the faith to all the unenlightened peoples of the land. You have set out from Medina and made camp in the Al-Jiwa valley, one of the last oases in Arabia before the lands of Babil and Ashur. Ahead lies the Kingdoms of Ghassan and Lakhm, ruled and populated by Arabs, but ignorant of the true faith. Instead, the Ghassanids ally themselves with the Romans, and the Lakhmids with the Persians. These kingdoms are all that stands between the Righteous Caliphate and the corrupt Hellenes and Iranians themselves.

Military: 75 Cavalry, 300 Infantry, 300 Rabble

Cultural/Religious Modifiers: [Arab Muslim] -10 to diplomatic rolls towards Hellenics and followers of non-Abrahamic religions. +10 to rolls towards Arabs and Muslims, +5 towards Persians.

Bonus: [Sword of the Faith] You represent your faith in Allah through your service to the Caliph. +10 to all combat rolls when acting under orders of the Caliph, and in any religiously-motivated battle.

Bonus: [Ascetic] With no pretensions to personal wealth, glory, or prestige, your justification in life is found in faith and charity. Passive small bonus to all diplomatic and recruitment rolls, especially when dealing with commoners. Passive small chance for some non-Muslim recruits to automatically convert to Islam. +5 to all religious conversion rolls.


 No.2568

Dice rollRolled 1, 99 = 100 (2d100)

>>2561

>>2567

Continue recruiting

Try and spread our zone of control and influence. There isn't a realistic chance of convincing the rulers of the errors in their ways without power backing my words.


 No.2569

>>2539

bump


 No.2570

Dice rollRolled 76, 45 = 121 (2d100)

>>2567

Name: Negasi Aman

Culture: Obock, small state in Ethiopia by the sea

Fluff: King of Obock. His father formed this kingdom and he inherited it. Now with the influx of knowledge from Gyali Koritsia and his own knowledge of war passed down by his father he sets his sites on all of Ethiopia, and more.

Religion: Christian

Colour: Blue of some shade

Military: 61 Cavalry, 283 Infantry, 66 Rabble

Cultural/Religious Modifiers: [Aksumite Miaphysite] -5 to diplomatic rolls towards Persians and Nestorian Christians. +5 to rolls towards Aksumites and Miaphysite Christians.

Bonus: [Manifest Destiny] You have always seen yourself as destined to unite the peoples of Ethiopia under one banner, be it by treaty or by the sword. Bonus to recruitment rolls when recruiting from Aksumites and Ethiopians. +10 to diplomatic and combat rolls towards non-Aksumite Ethiopians. +5 to diplomatic and combat rolls towards other Kushites.

Bonus: [Bahri Negash] Your royal Aksumite upbringing has given you much experience in tactful negotiation, with merchants and nobles alike. +5 to all trade rolls. +5 to diplomatic rolls towards any royalty.

1&2. Great. Send out scouts to find and bring back those who are lost,


 No.2571

>>2568

You fucked up


 No.2572

>>2571

No shit sherlock. Got any other blatantly obvious things to point out?


 No.2573

>>2571

was this post really necessary


 No.2574

File: 1441375375862.jpg (158.02 KB, 1056x756, 88:63, Caliphss.jpg)

Dice rollRolled 91, 75 = 166 (2d100)

>>2567

1] I shall sent a contingent of soldiers, led by a trusted officer to parlay with the King of Lakhm. Attempt to gain an audience so I can speak with him and show him the true path, led by the Caliph.

2] I'll take the rest of my army to do the same with the King of Ghassan. We shall speak with the leaders and seek to bring them under the enlightend rule of the Caliph

Name: Ahmad Hammad

Culture: Arabia

Fluff: Ahmad was born the 5th son of a 4th son. He did not have alot of prospects, which made him wander and seek his place. He found faith in Allah and direction in his life. The Caliph is right and honourable, and Ahmad serves faithfully.

Religion: Muslim

Colour: Orange

Military: 75 Cavalry, 300 Infantry, 300 Rabble

Cultural/Religious Modifiers: [Arab Muslim] -10 to diplomatic rolls towards Hellenics and followers of non-Abrahamic religions. +10 to rolls towards Arabs and Muslims, +5 towards Persians.

Bonus: [Sword of the Faith] You represent your faith in Allah through your service to the Caliph. +10 to all combat rolls when acting under orders of the Caliph, and in any religiously-motivated battle.

Bonus: [Ascetic] With no pretensions to personal wealth, glory, or prestige, your justification in life is found in faith and charity. Passive small bonus to all diplomatic and recruitment rolls, especially when dealing with commoners. Passive small chance for some non-Muslim recruits to automatically convert to Islam. +5 to all religious conversion rolls.


 No.2575

Dice rollRolled 90, 35 = 125 (2d100)

>>2567

Name: Gavril "The Mace"

Culture: Bulgarian

Fluff: Once, Gavril was a slave.

Having been bartered over by christians and muslims, and prized by a strong body that did not temper a strong character and mind. The forced conversions and reconversions taught him much about the so called "faiths" and how little anyone should put their faith in them. If there was a higher power in the world, it wasn't coming from books or priests, but in the chains that bind and the whip that cracks and the sword that cuts and the gold that buys. That is what controls the hearts of men.

A farmhand, a pleasure slave, a bodyguard, as a slave Gavril was ordered and then obeyed, yet always strove to be something greater than his stature and statues in life, resisting in other ways, filling his body with the scars of whips and chains. It might have been this would be his fate forever. Until the a Bulgarian Warlord "purchased" him, after having slaughtered his previous masters in a raid. He him free, gave him a weapon, a mace, and bid him to fight. And Gavril found the new life he had been searching for.

That was twenty years ago.

The old warlord is dead, and Gavril took his place along with years worth of fighting experience and waging war and a new nickname "The Mace." Now the slave has become the slaver, riding ahead of a host of brigands and sellswords as they burn a scar through the caucuses.

He'll fight for Kubrat, such as he always has, for gold and slaves, such as he always will.

Religion: Pagan

Colour: Bright Red

Kubrat has sent a call across his newly proclaimed nation of Great Bulgaria, for all those seeking glory, wealth, and fame, to assemble an army and set out across the steppes to conquer all those who would oppose the Bulgars. You and your loyal warband were more than eager to answer this call, and you've set out from Phanagoria to the edges of Alania and Abkhazia, vulnerable and decadent nations ripe for plunder. But word tells of even greater riches farther to the south, in Armenia, sheltered by the mountains and well protected by the armies of the Romans.

Military: 177 Cavalry, 212 Infantry, 648 Rabble

Cultural/Religious Modifiers: [Bulgar Tengrist] -10 to diplomatic rolls towards all Hellenics and Iranians, -5 towards all Christians and Zoroastrians. +10 to diplomatic rolls towards all Tengrists, Huns, and Bulgars, +5 towards all other Mongolics and Turkics.

Bonus: [Lord of War] +10 to combat rolls when raiding and ambushing. Passive chance to gain additional recruits and resources upon a successful raid. Rabble have increased effectiveness in combat.

Bonus: [Scourge] Inflict additional casualties and structural damages when raiding Hellenic and Iranian cities. Also inflict additional casualties when ambushing or intercepting Hellenic and Iranian armies.

+2 Chests of Wealth

Hah! Romans!

Now I know I'm headed the right direction.

I've got a well trained, disciplined, well equipped force on the defense in terrain familiar too them and chances are with local support.

Damn. . .it's gonna be a good day.

1. Let's have some fun. The Romans think they're good, and they are.

If I present to them a force of equal or lesser size they will pursue, ambush, and attack.

I'll have to be able to use this to my advantage.

I'll have to bait them out.

Send some more raiding parties, small ones, just like before, but specifically plan to have hidden reserves nearby, ready to strike when the forward scouts come under attack.

I ought to be able to blind a lot of their scouts and ambushes this way.

[Lord of War] +10 to combat rolls when raiding and ambushing

2. As for the main Army and myself, we're not marching to pillage the cities, not yet at least.

Our army's gonna march over the supply lines. The farms, the roads leading to the coast, the villages. The places I can expect the least resistance while they try to hold onto their cities.

Much easier to conduct siege when the whole country starves and we've pillaged all the food.

[Lord of War] +10 to combat rolls when raiding and ambushing


 No.2577

>>2568

>>2567

forgot updated troop info and such

Military: 50 Cavalry, 214 Infantry, 913 Rabble

Cultural/Religious Modifiers: [Persian Nestorian] -10 to diplomatic rolls towards Byzantines and -5 towards Miaphysite and Chalcedonian Christians. +5 to rolls towards Persians and +10 towards Nestorian Christians.

Bonus: [Man of the People] You speak only what you believe to be true and just, and your words carry a certain gravitas to them that has inspired somewhat of a following amongst the downtrodded lower classes of the cities you've traveled through. Bonus to recruitment rolls when recruiting from commoners, especially the disillusioned and malcontent.

Bonus: [Defiant] You're not one to back down when your beliefs and values are challenged, and you've always found yourself pushing against the obligations and restrictions imposed upon you by those of higher authority. Extremely reduced chance of dying in personal combat. Passive small bonus to all combat rolls that increases substantially when fighting a force of superior numbers.


 No.2578

Dice rollRolled 93, 3 = 96 (2d100)

>>2567

>Name: Gyalí Korítsia

>Culture: Multiple, primarily Greek-Egyptian

>Fluff: A large community of scholars and scientists from around the Eastern Mediterranean, who initially were based in Alexandria, but who found the local atmosphere too restrictive to continue their studies. En mass, they packed up and sailed up the Nile, until coming to a series of mountains in the vicinity of Ethiopia. Scaling one of the larger ones, they set up a library, observatory, and laboratory, and set to work cataloging the secrets of the universe.

>Religion: Many faiths. primarily Christian

>Colour: Pale Blue

Military: 25 Cavalry, 75 Infantry, 200 Rabble

Cultural/Religious Modifiers: [Byzantine Chalcedonian] -10 to diplomatic rolls towards Persians and -5 towards Nestorian Christians and Zoroastrians. +5 to rolls towards Byzantines and Chalcedonian Christians.

Bonus: [Philosopher Kings] Knowledge begets knowledge, and your already impressive understanding of the physics and nature of the world gives you a unique perspective through which to observe and discuss all aspects of life. However, your scholarly lifestyle is incompatible with the common propensity for war held by the rulers of most other nations. +10 to all academic and diplomatic rolls. -10 to all combat rolls.

Bonus: [Tolerant] Your community, more concerned with the understanding of the universe than the cultural or religious background of its scholars, tends to accept people from all walks of life. Passive small bonus to all diplomatic and recruitment rolls. Your negative cultural and religious modifiers do not apply unless dealing with staunch cultural or religious fundamentalists, in which case they are amplified.

>Technology:

[expanded star catalog]

[incomplete economic model]

1/2. send a delegation to Aksum to study economic transactions, and to acquire as many books as possible


 No.2579

Dice rollRolled 14, 42 = 56 (2d100)

>>2567

Military: 50 Cavalry, 200 Infantry, 500 Rabble

Cultural/Religious Modifiers: [Armenian Miaphysite] -10 to diplomatic rolls towards Persians, Mongolics, Turkics, and Tengrists, and -5 towards Nestorian Christians. +10 to rolls towards Armenians, and +5 towards other Hellenics and Miaphysite Christians.

Bonus: [Zealot] Vindicated by your faith, you are unphased by the words and actions of blasphemers, heretics, and pagans. +10 to combat rolls against religious enemies. -10 to combat rolls against religious allies.

Bonus: [Sleuthy] You've always had a knack for the art of stealth. Getting into places you weren't supposed to go, moving undetected in the shadows, blending into unsuspecting crowds. +10 to all infiltration, ambush, and other stealth rolls. -5 to personal combat rolls.

1-2; Begin making patrols of 15 out of the Infantry and patrols of 2 out of the Cavalry for extended, quick scouting. Send Infantry through towns, looking for any premium Armenian veterans to help teach my soldiers. I will begin training the Rabble to better utilize their weapons and the equipment.


 No.2593

File: 1450607284220.png (360.72 KB, 1920x1080, 16:9, 1436045232797.png)

>>2539

cuckalucka




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